Original 3D Model Update Name: Gege Gender: female Age: 18 years old Introduction: Princess Gege who slept in the Forbidden City hundreds of years ago traveled to the real world, and she came to Beijing in the 21st century. Everything around her seems strange, but she is not afraid at all as she is smart and intelligent. She explores everything curiously. Suddenly she saw a familiar place - the Forbidden City, where she lived hundreds of years ago. She felt excited and wanted to go there and take a look. The moment she stepped into the Meridian Gate, she met her reincarnated girl in the real world. The white-haired girl who often wore a hoodie also saw her, and the two looked at each other for serval seconds. They both seems to recall some memories of the previous life.
This update mainly enhances the game, not much has been added this time because my main priority is now to fix the lag spikes, here is a quick overview of fixed bugs, improvements, and new things added in this update.
New In Little Hats:
You can now invert the mouse X and Y input.
Fixed Bugs and Improvements:
Navigation systems have been optimized, which should help reduce lag, low frame rates, and lag spikes.
Long-distance meshes for most models have been improved.
Day night cycle has been made longer.
Shadows have been optimized.
Loading errors have been removed, these kept occurring while going into a new part of the map.
Most major lag spikes when moving through the forest and nature should be gone, or appear only upon first entering the game.
Rope plants should now spawn more often and be better visible.
The object see through color has changed to green again.
Food not dropping from hands when pressing Q has been fixed, and now it does drop.
Intractable objects such as gnome candles that were stuck in wall hitboxes of gnome houses have been removed so as to not confuse the player why E was not working.
Hit boxes of all gnome's houses have been checked and improved so that walking through them is now easier, especially Bolderberg.
When going fast on deer or fox, or speedplant, parts of the world will load faster to avoid them being invisible on arrival.
You now need to pay coins to sleep in most strangers' beds, yet some are still willing to let you stay for free.
The player screen now shocks when the character has died.
The player will now not be able to exit the game until the save is done saving, to make sure the save is successfully completed and not stopped halfway.
Double Jumping while holding food should no longer cause the holding animation to go away.
Houses and their interiors should no longer be invisible.
The crafting table that was placed on top of high lookout mountains has been removed (it was used in making the new trailer and was not removed by accident).
You will now get a message the first few times you reach a new level telling you what you can do with the Spirit Bottles gained by reaching a new level, which is to upgrade your character by buying upgrade potions.
Double jump has been made slightly higher making moving around human interiors easier.
You can no longer ride animals while holding items food, or small animal because it looked pretty strange.
You will now get spirit points for opening a low lands gate.
All models and meshes in the game have been optimized and are now less expensive for both the CPU and GPU, which should increase fps and help prevent lag spikes.
Original 3D Model Update Name: Gege Gender: female Age: 18 years old Introduction: Princess Gege who slept in the Forbidden City hundreds of years ago traveled to the real world, and she came to Beijing in the 21st century. Everything around her seems strange, but she is not afraid at all as she is smart and intelligent. She explores everything curiously. Suddenly she saw a familiar place - the Forbidden City, where she lived hundreds of years ago. She felt excited and wanted to go there and take a look. The moment she stepped into the Meridian Gate, she met her reincarnated girl in the real world. The white-haired girl who often wore a hoodie also saw her, and the two looked at each other for serval seconds. They both seems to recall some memories of the previous life.
Bug Fixes: 1. Savedate will no longer be affected when maingame and DLC are switched 2. Fixed an issue where Nightmare level would be incorrectly displayed when restarting in Endless mode 3. Fixed some effect problems in Lv Kunhai's boss battle 4. Fixed an issue where a quick kill of the White Wolf King could cause a black screen in Endless Mode 5. Fixed some effects errors of Nightmare Skin 6. Fixed an issue that in Endless mode where Lucid Point still decreased when the Dragon Emperor entered the Phase 3 animation 7. Fixed an issue that in Endless mode where Lucid Point still decreased when the Blacksmith Boss entered the Phase 2 animation 8. Fixed an issue where spirits of painting could not be killed in Endless mode 9. Fixed an issue where Barbarian/Shattered Ice/Snow Lotus/Celestial Light/Wine Sain could trigger [Falling into Greed] related skills 10. Fixed an issus that some Interface being blocked by health bars
Experience optimization 1. Improved the sight range of Photophobia 2. Optimize the ending interface button (Restart -> Quick Start; Exit the game -> Return to the Buddhist Hall)
It’s here! We roll forward our plotline into the beginnings of Act V, with new content for all of our main cast. We have been working on this in the background for a solid year, and I hope you enjoy the results as much as I do.
Something had to slip in order to make our deadline. In our case it was Naho, and the majority of our court events. They will appear in the next few minor updates, as they clear editing.
Our minor characters and hordes will get proper attention in our following major update, v5.1.0, which is the next thing I’ll be working on. After taking a quick break.
Act V Features
Plot: A continuation of the main plotline - from your reawakening in Act V, through to the middle of its first Chapter.
Court: An introduction to the court and its residents.
Court: A thorough briefing from your generals (fourteen variants).
Harem: A visit from Malice (two variants, collab with Mattrex).
Harem: Catching up with Adeline (two variants).
Harem: Catching up with Chanwe (two variants, collab with Var).
Harem: Catching up with Cooch (two variants, collab with Garoompahfah).
Harem: Catching up with Darja (two variants, collab with Garoompahfah).
Harem: Catching up with Heloise (two variants, collab with Mattrex).
Harem: Catching up with Issa (collab with HereToHelp & DoItToJulia).
Harem: Catching up with Maelys (three variants).
Harem: Catching up with Marie-Anne (four variants, collab with Var and DoItToJulia).
Harem: Catching up with Mina (four variants).
Harem: Catching up with Sabetha & Inej (two variants, collab with Garoompahfah).
Harem: Catching up with Valzira (collab with Garoompahfah).
Scene: Chanwe consecrates new ground with you (collab with Var).
Scene: Chanwe desecrates new ground with you (three variants, collab with Var).
Scene: Chia has another ordinary day on the job (collab with Mattrex).
Scene: Chia sacrifices everything for her career (collab with Mattrex).
Scene: Cuchilla enjoys a pint or three in the tavern (four variants).
Scene: Heloise adopts the position in the palace (collab with Mattrex).
Scene: Heloise is reminded of her proper place in the dungeon (collab with Mattrex).
Scene: Marie-Anne becomes a proper cowgirl (two variants, collab with Var and DoItToJulia).
Scene: Marie-Anne makes like horses do (two variants, collab with Var and DoItToJulia).
Scene: Marie-Anne’s dungeon service (two variants, collab with DoItToJulia).
Scene: Malice realises your dreams (five variants, collab with Mattrex).
Scene: Mina fulfils her obligations as a countess.
Scene: Sabetha nobly falls upon your sword (two variants, collab with Garoompahfah and DoItToJulia).
Scene: Sabetha and Inej tackle your problem together (collab with Garoompahfah and DoItToJulia).
Dynamic: Waking up with Adeline.
Dynamic: Waking up without Adeline (collab with Mattrex).
Dynamic: Inej makes a plea bargain.
Dynamic: The first steps on Maelys’s path to damnation (two variants).
Dynamic: The first steps on Maelys’s path to redemption.
Art: Cooch enjoys a pint or three in the tavern (three variants, Lubbio).
Art: Heloise’s new palace scene (Lubbio).
Art: Heloise’s new dungeon scene (Lubbio).
Art: A morning visit from Malice (four variants, Lubbio).
Voice: Mina’s initial and repeat welcomes in the palace (Marina Montague).
Voice: Mina’s palace conversation about pregnancy (Marina Montague).
Voice: The dragon’s part in Chanwe’s interactions (two variants, GreyScale).
Voice: The dragon’s part in Cooch’s interactions (GreyScale).
Voice: The dragon’s part in Darja’s interactions (GreyScale).
Voice: The dragon’s part in Malice’s interactions (GreyScale).
Voice: The dragon’s part in Mina’s interactions (GreyScale).
Gallery: New scenes Ancestor And Descendant, Consecration, Desecration, A Pint In The Tavern, Top It Up, Put A Cork In It, An Improper Princess, Descent, Nadir, Flesh And Blood, Paying Rent II, Cost Of Living, Extortion II, Cowgirl, and The Sabetha Special have all been added to the gallery (Tosk).
Achievements: A new secret Steam achievement for Act V has been added (Tosk).
Act I-IV Features
Art: Character art for Issa’s special dress, reimagined (Irrelevant Art).
Art: Character art for Issa’s normal outfits and emotes, remastered (Irrelevant Art).
Art: New pain emotes for Adeline (six variants, Irrelevant Art).
Art: New anger and pain emotes for Chanwe (eight variants, Irrelevant Art).
Art: New pain emotes for Cuchilla (six variants, Irrelevant Art).
Art: New crying and pain emotes for Darja (eight variants, Irrelevant Art).
Art: New pain emotes for Heloise (ten variants, Irrelevant Art).
Art: New pain emotes for Marie-Anne (four variants, Irrelevant Art).
Art: New shock, pain, and happy(!) emotes for Maelys (twelve variants, Irrelevant Art).
Art: New surprised and awkward emotes for Malagar (Irrelevant Art).
Art: New pain emotes for Mina (eight variants, Irrelevant Art).
Art: New shock, pain, and sleeping emotes for Naho (four variants, Irrelevant Art).
Art: New pain and sad emotes for Sabetha (four variants, Irrelevant Art).
Art: New pain emote for Succubus-Heloise (Irrelevant Art).
Art: New grinning and smug emotes for Valzira (four variants, Irrelevant Art).
Animation: Animated pain idles for Adeline (three variants, Amon Ra).
Animation: New animated anger idles for Chanwe (five variants, Amon Ra).
Animation: Animated pain idles for Cooch (five variants, Amon Ra).
Animation: Animated pain idles for Darja (four variants, Amon Ra).
Animation: Animated pain idles for Heloise (five variants, Amon Ra).
Animation: Animated pain idle for Succubus-Heloise (Amon Ra).
Animation: Animated idles for Issa’s special dress (seven variants, Amon Ra).
Animation: The showdown with Balthorne, animated (Amon Ra).
Translation: The first part of the Danish translation has been added (Danish Team).
Translation: The French translation has been improved throughout (French Team).
Translation: The lowlands has been added to the Russian translation (Russian Team).
Translation: Small fixes have been made throughout the Czech, German, and Polish translations (Soulphase).
Gallery: Existing scenes Dracogenesis, Making Friends, and Walk The Dog have been added to the gallery (Tosk).
Tweaks
If you step out of a conversation menu in Act V without having seen all followup questions, you will be able to return to it and ask the remaining questions. This does not apply to followup questions that are dependent on specific world states, and resolving a topic will still lock it off as normal.
Notifications that character plots will “continue in a future version” have been moved forward or removed, because this is that future version.
Issa's scenes respect the new Fluid Dynamics content flag.
The ability to gift Broken Chanwe and Severed Maelys to hordes has been temporarily disabled, whilst new variants are written for their scenes that take their state into account.
When playing the “Drinks With Cuchilla” scene from the gallery, you may choose whether or not you have been using Darja’s special dragon hole.
Visual direction during Naho’s lowlands fights - and their consequences - have been improved.
Visual direction during Valzira’s initial encounter in the swamp has been improved.
The developer interview has been updated for public builds.
Game credits have been updated.
Fixes
Cuchilla’s angry animated idles will show properly.
Cuchilla’s “Hair Of The Dog” scene has been restored to the gallery.
Marie-Anne’s sprite will not appear in front of one of her Good Boy Good Girl animated scene.
The game now tracks if you’ve visited Maelys in her severed state before. This unlocks access to a shortened intro, and also (potentially) her damnation path in Act V. On old saves, you will have to visit her twice for this to work.
Messy side-portraits will show up properly if Maelys is wearing her normal outfit.
Mina's Bed Of Riches scene will not show you having withdrawn while you're left in to soak.
Mother will not be described as heavily pregnant if she is no longer so.
Naho’s “Walk The Dog” gallery entry has the correct art displaying for it, and points at the correct scene.
Valzira will display her captive sprites if captured during Act IV. Existing saves will have this fix applied during the transition to Act V.
Many mismatches of voice and text have been realigned. The remaining reported mismatches are awaiting re-recording, please bear with us.
And! All of the bugs found by our valiant playtesters, over six months and more than fifty different builds. Those folks are the real heroes.